float4 g_MaterialAmbient : MATERIALAMBIENT < string UIName = "Ambient Material"; > = { 0.682f, 0.682f, 0.682f, 1.0f}; float4 g_MaterialDiffuse : MATERIALDIFFUSE < string UIName = "Diffuse Material"; > = { 0.682f, 0.682f, 0.682f, 1.0f}; #ifdef _USE_DIFFUSE_ texture2D g_DiffuseTex : DIFFUSETEXTURE < string UIName = "Diffuse Texture"; >; sampler2D g_DiffuseSampler = sampler_state { texture = < g_DiffuseTex >; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; }; float g_AlphaRef : ALPHAREF; #endif #ifdef _USE_DIFFUSE_VOLUME_ texture3D g_DiffuseVolumeTex : DIFFUSEVOLUMETEXTURE < string UIName = "Diffuse Volume Texture"; >; sampler3D g_DiffuseVolumeSampler = sampler_state { texture = < g_DiffuseVolumeTex >; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; }; float g_AlphaRef : ALPHAREF; #endif #ifdef _USE_SPECULAR_ float g_SpecPower : SPECULARPOWER < string UIName = "Specular Power"; float UIMin = 1.0; float UIMax = 128.0; float UIStep = 1.0; > = 15.0; float4 g_MaterialSpecular : MATERIALSPECULAR < string UIName = "Specular Material"; > = { 1.0f, 1.0f, 1.0f, 1.0f}; texture2D g_SpecularTex : SPECULARTEXTURE < string UIName = "Specular Texture"; >; sampler2D g_SpecularSampler = sampler_state { texture = < g_SpecularTex >; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; }; #endif #ifdef _USE_EMISSIVE_ float g_EmissivePower : EMISSIVEPOWER < string UIName = "Emissive Power"; > = 1.0f; float g_EmissivePowerRange : EMISSIVEPOWERRANGE < string UIName = "Emissive Power Range"; > = 0.0f; float g_EmissiveAniSpeed : EMISSIVEANISPEED < string UIName = "Emissive Ani Speed"; > = 1.0f; texture2D g_EmissiveTex : EMISSIVETEXTURE < string UIName = "Emissive Texture"; >; sampler2D g_EmissiveSampler = sampler_state { texture = < g_EmissiveTex >; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; }; #endif #ifdef _USE_NORMALMAP_ float g_BumpPower : BUMPPOWER < string UIName = "Bump Power"; float UIMin = 1.0; float UIMax = 5.0; float UIStep = 0.1; > = 1.0; texture2D g_NormalTex : NORMALTEXTURE < string UIName = "Bump Texture"; >; sampler2D g_NormalSampler = sampler_state { texture = < g_NormalTex >; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; }; #endif #ifdef _USE_REFLECTMAP_ float g_ReflectPower : REFLECTPOWER < string UIName = "Reflect Power"; float UIMin = 1.0; float UIMax = 10.0; float UIStep = 0.5; > = 1.0; textureCUBE g_ReflectTex : REFLECTTEXTURE < string UIName = "Reflect Texture"; >; samplerCUBE g_ReflectSampler = sampler_state { texture = < g_ReflectTex >; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; }; #endif